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The Basics
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The Basics
�Players play as Drifters, people �Ocean hexcrawl with a focus on
who travel the One Sea in search of exploration and scavenging.
small islands to scavenge. Explore ancient ruins, lush islands,
�loating derelicts. The world is
�Godshards are the most ancient, but ripe for discovery and
desirable item to be found, crucial pro�it.
in the use of sorcery and coveted by
the different cults. The old world �Customized gameplay that
left many a relic as well, if you’re allows for solo or traditional, GM-
brave enough to venture into the led campaigns.
ancient ruins...
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Broken Shores
Characters
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Characters
A���������
Attributes are the foundation your - Charisma (CHA): This tells you
character is built upon. They how likable you are. You will use
determine your innate capabilities, your charisma to get information,
and de�ine the core of your abilities. and gain advantages with NPCs.
They also determine the initial
score of many skills, as you will soon The initial attribute scores are
learn. Higher numbers indicate a determined by rolling 3D6 six
better capability; a person with a times (once per character
WIL of 12 will always be more attribute) and then assigning each
powerful than one with a WIL of 10, result to one of the attributes.
for example. All characters have the When you're done, your character
following Attributes: will have a score in each of their
attributes ranging from 3 to 18. An
- Strength (STR): This determines attribute’s score can never go
how strong your character is, and above 20 by natural means.
how capable they are of performing
feats of physical might such as Each attribute has an associated
lifting something heavy or breaking Attribute Roll that is equal to
an object. It also in�luences how that attribute x5. This value is
much gear you can carry without used when a situation calls for a
being encumbered. check that is not covered by any
skill, or that directly challenges one
- Dexterity (DEX): This describes of the attributes. Attribute Rolls are
how good you are at doing things always called for by the Game
that require you to be nimble or Master (GM), or by very speci�ic
good with your hands, such as circumstances, such as triggering a
dodging and lock picking. trap, being poisoned, or having
your character attempt to
- Constitution (CON): This remember something.
measures how resistant your
character is to damage, and how - Strength Roll - Brawn: For
well they fare against harmful situations when a character must
effects such as poisons or diseases. solve a problem or get out of a
If a character’s CON score is ever situation via pure brute force, a
reduced to zero, they die. Brawn check is required. This can
be anything from breaking free
- Will (WIL): This de�ines your from bondage, to lifting a heavy
mental strength and ego. As such, it rock. It can also be used as an
is a key attribute for anyone dealing opposed check against another
with powerful magics, or simply to character or creature, during an
avoid being convinced of arm wrestling match, for example.
something. It allows you to stand
your ground and increases your - Dexterity Roll - Coordination:
chances of getting your way. When a character needs to
determine if their re�lexes are quick
- Intelligence (INT): This shows enough to avoid a trap or catch an
how cunning and capable you are at item thrown at them, among other
mental tasks. You will use it when things, we use the Dexterity roll.
you need to think things through
before acting, or to solve a puzzle or - Constitution Roll - Vitality: Use a
riddle. Constitution roll whenever
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Broken Shores
physical or intestinal fortitude is in - Charisma Roll - Charm: A
question. To list a few examples, a character can make a Charm check
Constitution roll might determine to make a good �irst impression,
whether or not your character can sway another character without
stay awake all night, or endure words, or even to determine who
seasickness, ill-prepared food, other characters turn naturally
strong drink, or even poison, with when decisions must be made.
no ill effects. Charm checks cover all those
circumstances when words are not
- Will Roll - Tenacity: Any used yet still a character manages
situation that challenges a to be the focus of attention or get
character’s determination or what they want.
control over themselves or their
power can call for a Tenacity check. S��������� A���������
This is usually necessary when
attempting to resist the effects of a - Health Points (HP): Health
spell, for example. Tenacity is also Points are a measure of how much
crucial to spellcasters, as described damage a character can take before
in chapter 5. they die. A character’s HP are equal
to their CONx2. An average human
- Intelligence Roll - Intellect: This recovers 3 HP per each day of full
roll represents a character’s ability rest.
to make a correct guess or a canny
decision, or it can show awareness: - Power Points (PP): Power Points
for instance, does the character are a representation of a
understand the meaning of the character’s spiritual and psychic
repeating glyphs they saw, or are power, and are used to cast spells. A
they capable of �inding a way out of character’s PP are equal to their
their current situation? An Intellect WIL, and are recovered after a full
check can be used to actively seek night’s rest.
for clues, acquiring information,
experimenting, and conducting - Speed: In a single round (10
study. It’s important to avoid using seconds), a character can walk and
the Intelligence Roll as an easy swim at a speed equal to their
solution to puzzles and problems DEXx2 in feet, and run at a speed
though, those are best left for the equal to DEXx4 in feet.
players to solve.
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Characters
S�����
Now that we know your character’s attempting a risky maneuver, this is
innate capabilities, it's time we see the skill they must use.
how their experiences have shaped
them and what they learned in - Athletics (STR): To undertake
their past. Skills represent a dif�icult feats of swimming,
character's prowess in a variety of sprinting, climbing, or jumping, a
�ields. This value can go from 0 character must make an Athletics
(complete incompetence) to 100 check.
(total mastery). These are
percentual values, so if a character - Command (CHA): This skill
has a score of 40 in the Literacy allows a character to take control of
skill, they have a 40% chance of a group of soldiers and lead them
being successful when attempting into battle, or to arrange and
to read something. Whenever you organize an ef�icient group task,
are asked to perform a skill check, such as a ship’s crew. It determines
roll a D100. If the result is below how good a character is at
your skill's value, the check is commanding other characters that
successful. are under their orders.
Each skill has an initial score - Crafting (DEX): With this skill a
determined by the attribute character is able to �ix or create
associated with it. A character with small objects, like mending some
a DEX of 16 will have a starting leather boots, �ixing a broken hilt,
score of 16 in Crafting, Dodge, and and any other task that doesn't
any other skill associated with it. require a very specialized
This initial score is added to the knowledge. This general skill
total of points assigned to it, if any. covers any sort of leather-working,
bone-crafting, and carpentry.
After applying the base scores, add
the following skill allotments to - Dodge (DEX): A character’s ability
your skills: to get out of the way, either during
�+60 to one skill. combat or out of it. This skill is also
�+40 to three skills. used when a character attempts to
�+20 to �ive skills. You can choose disengage from a melee �ight.
to learn one spell and allot +20 to
four skills instead, or learn two - Insight (WIL): A creature's
spells and allot +20 to three skills. objectives or motives can be
�+10 to two skills. deduced via an Insight check.
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- Manipulation (CHA): With this - Simple Melee Weapons (STR):
skill a character can in�luence an This skill measures a character’s
NPC’s opinion or actions, either via ability to wield the following
a well-placed threat, lies or sheer weapons: Club, dagger, greatclub,
�lattery. handaxe, javelin, mace,
quarterstaff, and spear.
- Martial Weapons (STR): This
skill allows a character to wield - Sleight of Hand (DEX): To
weapons such as the battelaxe, �lail, conduct legerdemain, pickpocket,
glaive, greataxe, greatsword, lance, hide an object on another person,
longsword, maul, morningstar, make a secret hand signal, or
scimitar, shortsword, trident, war otherwise trick the eyes with feats
pick, warhammer, and wip. of dexterity, a character makes a
Sleight of Hand check.
- Medicine (INT): In order to
stabilize a dying person, treat or - Stealth (DEX): Stealth is used to
diagnose a sickness or poison, heal hide or avoid notice. A character’s
wounds, or establish the cause of Stealth check is usually opposed by
death, a character must make a a potential observer’s Perception
Medicine check. check.
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Characters
T������
New characters begin the game
with two Talents, chosen from the
following list.
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Broken Shores
- Haggler: You will never receive - Quick-Handed: +30 to your
less than the standard price when Sleight of Hand skill when
selling your loot. performing a check.
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Characters
- Unstoppable: After reducing an
opponent to 0 HP, you can
immediately perform a free attack
against the nearest opponent.
C�������
You start your story not as a fresh been beaten, humiliated, starved,
Drifter ready to explore the One and cruelly punished. But your
Sea, but as one more of the many spirit never broke and one night,
prisoners aboard a temple ship when a particularly �ierce storm hit
belonging to a cult. Who you were the ship, you �inally managed to
and what you did means little in the escape.
face of your recent ordeal; as a
matter of fact, you can barely even Roll on the following tables to learn
remember your own name. You’ve what happened.
10 The Last Order, lost souls trying to interpret the last words of Kothe,
Goddess of Duty
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D6 W�� W��� Y�� C�������? D10
H�� L��� W��� Y��
C�������?
1 You’re a �ilthy heretic
1-2 A week
2 Our cause requires blood
3-4 A month
3 Someone needs to man the
galleys 5-6 Three months
4 You must know something! 7-8 Six months
5 You had something of value 9-10 A year
6 Who knows why these bastards
choose to do anything?
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Characters
Before you left captivity, you had roll on the following table. You
the chance to do something stupid: must be ready to pay the price
rob the cult of something of value. though!
Did you do it? If the answer is yes,
1 3D10 shards. You lost a �inger in the �ight though (-1 DEX)
An enchanted weapon (roll on the random weapon table) that deals an
2 extra D4 damage. You received a wound that doesn’t really heal (-1
CON)
A moonstone that can store up to 10 PP. You suffered a terrible blow to
3 the head (-1 INT)
A Ring of Waterlungs (can cast the Waterlungs spell 1/day). Your face
4 was slashed (-1 CHA)
A Bracelet of Flaming Hand (can cast the Flaming Hand spell 1/day).
5 You are now Hunted by the cult
A Ring of Healing (can cast the Stitch Wound spell 1/day). You were
6 pretty wounded, start the game having lost 5 HP
During your escape, you had the On your way out, you also managed
chance to free others, did you take to grab a few things that should
it? help you in your journey ahead:
�If you did, you gain one Ally, but �One random weapon, roll on the
start with -20Ҁ and 1 less Ration. Random Weapon table (page 112).
Allies can potentially appear in the If it’s a bow, you also grabbed a
future to help you, either quiver with UD6 arrows.
introduced randomly or by the GM.
�D4+6 Rations.
D10 R����� S������� G��� �5D20 coins (Ҁ).
1 Backpack
�A random item from the Random
2 Knife Starting Gear table.
3 Torches (UD4)
4 D4 candles F�������� T������
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I�������� Y��� C��������
R������ A���������
Each time you increase a skill’s
score via a successful skill up check,
mark the advancement progression
track associated with the attribute
used. Only one attribute can be
marked this way per session. Once
the attribute’s advancement
progression track is full, erase all
progress made and increase the
attribute by +1. Attributes cannot
increase their score above 20.
Remember to update all the scores
associated with the attribute in
question: skills, HP, or PP.
If you roll below the skill’s Each time a character increases one
associated attribute when of their attributes they can also
performing a skill check, your choose a new Talent from all the
character has the chance to available ones.
increase said skill’s score. At the
end of the session, all skills marked
for a skill increase (known as skill
up) must be tested: roll D100, and if
the result is HIGHER than the skill’s
score, increase it by 1%.
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